/*
 * Copyright (c) 2012 Johan Fylling
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights 
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
 * copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

part of TopDownExample;


class Bullet extends Effect {
  static PhysicsEngine pe = null;
  static WorldState ws = null;
  
  Bullet (Vector2 origin, Vector2 orientation) : super(0) {
    this.body.collidable = new CollidableRay(orientation.normalized()*50);
    this.body.position.clone(origin);
  }
  
  void affect (WorldObject wo) {
    if (pe != null) {
      Vector2 target = (this.body.collidable as CollidableRay).target;
      pe.forceBody(ws, wo.body, target.normalized()*100, this.body.position + target);
    }
    
    WorldObjectAttribute healthAttribute = wo.attributes["health"];
    if (healthAttribute != null && healthAttribute is NumWorldObjectAttribute) {
      num health = healthAttribute.data;
      healthAttribute.data = health - 1;
      print("WorldObject ${wo.id} hurt: ${healthAttribute.data}.");
    }
  }
}
